Z80 Assembly 37: Tile-Based Collision and Map Boundaries
Collision on a Tilemap In a tile-based game, collision detection isn’t just about object-to-object overlap; it’s about checking if a moving sprite is trying to occupy a tile marked as solid (e.g., a wall, water, or rock). The Core Logic: Before updating a sprite’s position, check the Tile ID at the new (target) location. Step 1: Converting Sprite Position to Tile Index The first challenge is converting the sprite’s precise pixel coordinates (X, Y) into the coarse array index needed to read the tilemap. ...